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185 Tips on World Building: The Art of World Building, #7
185 Tips on World Building: The Art of World Building, #7
185 Tips on World Building: The Art of World Building, #7
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185 Tips on World Building: The Art of World Building, #7

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From his best selling series, The Art of World Building, author Randy Ellefson has collected some of his best advice from every chapter in small, bite-sized tips. All three books are represented in the topics covered:

 

Creating Life - analogues, species/races, gods, monsters, word figures, plants, animals, and undead.

 

Creating Places - planets, continents, land features, sovereign powers, settlements, land travel, water travel, space travel, time and history, places of interest, and drawing maps.

 

Cultures and Beyond - cultures, organizations, armed forces, religions, the supernatural, systems of magic, items, languages, names, and more.

LanguageEnglish
Release dateJan 14, 2020
ISBN9781946995308

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    Book preview

    185 Tips on World Building - Randy Ellefson

    185 TIPS ON WORLD BUILDING

    by Randy Ellefson

    Copyright © 2020 Randy Ellefson / Evermore Press

    All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means; electronic or mechanical, including photography, recording, or any information storage and retrieval system, without permission in writing from the author.

    Table of Contents

    Introduction

    About Me

    Free Book

    Templates and Newsletter

    World Building University

    The Podcast

    YouTube Channel

    Creating Life Tips

    Analogues

    Tip #1: Use Analogues

    Tip #2: The Rule of Three

    Tip #3: Don’t Use Names Poorly

    Tip #4: Mix and Match Analogues

    Tip #5: Make It Worth It

    How Many Worlds?

    Tip #1: Determine Your Goals

    Tip #2: Use Extreme Worlds Sparingly

    Tip #3: Be Earth-like Most Often

    Tip #4: Reclaim Wasted Time

    Tip #5: Don’t Get Overwhelmed

    Summary of Chapter 1—Why Build a World?

    The Gods

    Tip #1: Decide Whether to Create Them

    Tip #2: Science Doesn’t Eliminate Religion

    Tip #3: Are the Gods Real?

    Tip #4: We Can Reuse Deities

    Tip #5: Use Analogues

    Tip #6: Create a Pantheon

    Tip #7: Make the Gods Vulnerable

    Tip #8: Children

    Tip #9: How Does Time End?

    Tip #10: Create Myths

    Summary of Chapter 2—Gods

    Species

    Tip #1: Decide Whether to Create Them

    Tip #2: Decide If They’re Species or Races

    Tip #3: Determine How You’ll Use Them

    Tip #4: How Integrated Are They?

    Tip #5: Determine How Environment Affected Them

    Tip #6: Don’t Give a Species a Uniform Disposition

    Tip #7: Use Avatar Creators to Invent a Head

    Tip #8: Create Races for Variety

    Tip #9: Decide How They Get Along with Everyone, Not Just Humans

    Tip #10: Determine Their View of Magic/Technology

    Summary of Chapter 3—Species

    World Figures

    Tip #1: Decide Who the Heroes and Villains Are

    Tip #2: Determine Their Status

    Tip #3: What Items Did They Have?

    Tip #4: Who Were/Are Their Relatives?

    Tip #5: Where Did They Learn?

    Summary of Chapter 4—World Figures

    Monsters

    Tip #1: Do You Need Monsters?

    Tip #2: Determine What It Can Do

    Tip #3: Understand the Difference between Monsters, Species, and Animals

    Tip #4: Decide Where Your Monster Originated

    Tip #5: Decide What the Monster Wants

    Summary of Chapter 5—Monsters

    Plants and Animals

    Tip #1: Decide Whether to Invent Plants or Animals

    Tip #2: How Will You and Characters Use It?

    Tip #3: Research Earth Analogues

    Tip #4: Understand Classifications

    Tip #5: Know Your Limits

    Summary of Chapter 6—Plants and Animals

    Undead

    Tip #1: Decide If You Need to Invent Undead

    Tip #2: Determine What the Undead Wants

    Tip #3: What Type of Undead Is It?

    Tip #4: Decide Its Origins

    Tip #5: Can It Be Killed?

    Summary of Chapter 7—Undead

    Creating Places Tips

    Planets

    Tip #1: Understand What Our Moon Causes

    Tip #2: Determine the Solar System’s Other Planets

    Tip #3: Be Careful with Constellations

    Tip #4: Don’t Forget Dark Constellations

    Tip #5: Use Tidal Locking

    Tip #6: Understand the Ocean’s Impact

    Tip #7: Use Prevailing Winds to Shape the Land

    Tip #8: Understand Rain Shadows

    Tip #9: Know Your Desert Types

    Tip #10: Use Analogues for Climate

    Summary of Chapter 2—Planets

    Continents

    Tip #1: Decide How Many Continents to Create

    Tip #2: Decide on the Hemisphere

    Tip #3: Understand Plate Tectonics and Mountain Ranges

    Tip #4: Waterways

    Tip #5: What’s an Island?

    Summary of Chapter 3—Continents

    Land Features

    Tip #1: Know Where Volcanic Mountains Aren’t

    Tip #2: Olympus Mons on Mars is Huge…And Boring

    Tip #3: A Volcano Can Be Anywhere

    Tip #4: Mountains ‘Humanize’ Dragons

    Tip #5: Decide How Old a River Is

    Tip #6: Know Your Forest Types

    Tip #7: Know Where Grasslands Are

    Tip #8: Don’t Forget Wetlands!

    Tip #9: Deserts Tend to be Rocky

    Tip #10: Decide on the Cultivation Level

    Summary of Chapter 4—Land Features

    Sovereign Powers

    Tip #1: Is the Sovereign Recognized?

    Tip #2: You’re Head of What?

    Tip #3: Invent for Today

    Tip #4: Decide Who Lives There

    Tip #5: What’s the World View?

    Tip #6: Government Types: Authoritative States

    Tip #7: Government Types: Democracies

    Tip #8: Government Types: Federations

    Tip #9: Government Types: Monarchies

    Tip #10: Government Types: Oligarchies and More

    Summary of Chapter 5—Sovereign Powers

    Settlements

    Tip #1: Do Quarters Exist?

    Tip #2: Who Lives Here?

    Tip #3: Where is Old Town?

    Tip #4: What’s the Terrain Like?

    Tip #5: What’s the Climate?

    Summary of Chapter 6—Settlements

    Land Travel

    Tip #1: Make Dragons Believable

    Tip #2: Terrain Slows

    Tip #3: Don’t Draw to Scale

    Tip #4: Know How Fast Things Travel

    Tip #5: Get the Travel Template

    Summary of Chapter 7—Travel Over Land

    Water Travel

    Tip #1: Confusion is Normal

    Tip #2: Know Your Ship Rates

    Tip #3: No Guns? Now What?

    Tip #4: Know Your Ship Types

    Tip #5: Determine Base Speeds First

    Summary of Chapter 8—Travel by Water

    Space Travel

    Tip #1: Distance Changes

    Tip #2: Know Your Engine Types

    Tip #3: Be Consistent

    Tip #4: Decide on Internal Structure

    Tip #5: Does Your External Structure Matter?

    Summary of Chapter 9—Travel in Space

    Time and History

    Tip #1: Create a Universal Calendar

    Tip #2: What Does Your Universal Calendar Start With?

    Tip #3: Be Smart About Names

    Tip #4: Be Careful Altering Timeframes

    Tip #5: Create Past Events

    Summary of Chapter 10—Time and History

    Places of Interest

    Tip #1: What Lives in the Catacombs?

    Tip #2: Use Step Wells

    Tip #3: Create Phenomenon Sites

    Tip #4: What’s Under Water?

    Tip #5: The Ordinary Can be Famous, Too

    Summary of Chapter 11—Places of

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